package de.koller.altitude.render.textures;

import de.koller.aframe.gl.ATexture;
import de.koller.oceanFramework.gl.util.ParticleTexture;
import org.lwjgl.opengl.GL11;

public class CrosshairTexture extends ATexture implements ATexture.ITextureBuilder {

	@Override
	protected void setUp( TextureParameters tparam ) {
		tparam.size = 8;
		tparam.magFilter = GL11.GL_NEAREST;
		tparam.builder = this;
	}

	@Override
	public void build( ParticleTexture texture ) {
		texture.clear( 0x00000000 );
		for( int i = 0; i < 8; i++ ) {
			texture.setPixel( 0xffffffff, 3, i );
			texture.setPixel( 0xffffffff, 4, i );
			texture.setPixel( 0xffffffff, i, 3 );
			texture.setPixel( 0xffffffff, i, 4 );
		}
			
	}
	
}
